Title: All you need is Parry
The game concept revolves around...you guessed it! Parrying. You're a one armed swordsman that lost his sword arm, but in exchange for loosing the ability to attack, you've developed a perfect counter that instantly reflects the enemies' attacks back to them when timed correctly.
You fight waves of shadowy enemies in a rhythm-game like parry timing, each successful parry moves you up and loads the next enemy with a different pattern, each failed parry however will instantly knock you down!
Genres:
- Action - The game is all about you cutting down waves of enemies through parrying.
- 2D - It'll be in pixel and move kinda like a side scroller as you beat the enemies
- Difficult- I'm envisioning a hard game where one mistake leads to a game over as you fight increasingly more complicated enemies.
- Rhythm- The game is kinda a stylized rhythm game if you think about it, parrying the opponents that have different tempo and abilities.
I was inspired by my favorite game "Sekiro" and a little roblox game called "Deepwoken" which both have a combat system based on "parrying". The idea of trial and error as you eventually beat that boss you've been struggling with and knowing that it wasn't because of some OP item, some crazy build or a broken bug, it's just the fact that you got better. You adapted to it's attacks, and timed your parries perfectly.
I want to eventually add more mechanics that challenge the player further, maybe a boss that gets enraged and relentlessly barrages you with attacks, requiring you to spam, maybe an enemy that "feints" attacks that's only react-able with careful observation. These are just some of the ideas I have that I eventually want to implement.
Who is this for?
To the people that like getting better and like rhythm games. I think they'd be interested in the fantasy of being this warrior that doesn't necessarily win through force, but rather through elegant and skillful execution.
Concept Art:
This would just be the basic structure of the game, with the sword acting as the rhythm bar, and the slashes are the attacks you need to parry once it hits the right spot. The final product would be more stylized and actually have you going through a place of some sort as you take down more enemies until you reach the boss.